mesa: use Stencil._Enabled field instead of Stencil.Enabled
This commit is contained in:
@@ -308,7 +308,7 @@ _mesa_init_driver_state(GLcontext *ctx)
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ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag);
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ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag);
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ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled);
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled);
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ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE);
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@@ -275,7 +275,7 @@ ffbDDStencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
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/* We will properly update sw/hw state when stenciling is
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* enabled.
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*/
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if (! ctx->Stencil.Enabled)
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if (! ctx->Stencil._Enabled)
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return;
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stencilctl = fmesa->stencilctl;
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@@ -333,7 +333,7 @@ ffbDDStencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
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/* We will properly update sw/hw state when stenciling is
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* enabled.
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*/
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if (! ctx->Stencil.Enabled)
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if (! ctx->Stencil._Enabled)
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return;
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stencilctl = fmesa->stencilctl;
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@@ -88,7 +88,7 @@ cc_unit_populate_key(struct brw_context *brw, struct brw_cc_unit_key *key)
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memset(key, 0, sizeof(*key));
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key->stencil = ctx->Stencil.Enabled;
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key->stencil = ctx->Stencil._Enabled;
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key->stencil_two_side = ctx->Stencil._TestTwoSide;
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if (key->stencil) {
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@@ -75,7 +75,7 @@ static GLboolean do_check_fallback(struct brw_context *brw)
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/* _NEW_STENCIL
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*/
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if (ctx->Stencil.Enabled &&
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if (ctx->Stencil._Enabled &&
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(ctx->DrawBuffer->Name == 0 && !brw->intel.hw_stencil)) {
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DBG("FALLBACK: stencil\n");
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return GL_TRUE;
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@@ -210,7 +210,7 @@ static void brw_wm_populate_key( struct brw_context *brw,
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lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
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/* _NEW_STENCIL */
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if (ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled) {
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lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
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if (ctx->Stencil.WriteMask[0] ||
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@@ -263,7 +263,7 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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}
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}
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else {
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/* XXX FBO: instead of FALSE, pass ctx->Stencil.Enabled ??? */
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/* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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}
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@@ -274,7 +274,7 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
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(ctx->Depth.Test && fb->Visual.depthBits > 0));
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
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(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
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(ctx->Stencil._Enabled && fb->Visual.stencilBits > 0));
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}
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else {
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ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
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@@ -112,7 +112,7 @@ intel_check_blit_fragment_ops(GLcontext * ctx, GLboolean src_alpha_is_one)
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return GL_FALSE;
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}
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if (ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled) {
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DBG("fallback due to image stencil\n");
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return GL_FALSE;
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}
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@@ -87,7 +87,7 @@ intel_check_copypixel_blit_fragment_ops(GLcontext * ctx)
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ctx->Color.AlphaEnabled ||
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ctx->Depth.Test ||
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ctx->Fog.Enabled ||
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ctx->Stencil.Enabled ||
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ctx->Stencil._Enabled ||
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!ctx->Color.ColorMask[0] ||
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!ctx->Color.ColorMask[1] ||
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!ctx->Color.ColorMask[2] ||
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@@ -233,7 +233,7 @@ intel_stencil_drawpixels(GLcontext * ctx,
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}
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/* We don't support stencil testing/ops here */
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if (ctx->Stencil.Enabled)
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if (ctx->Stencil._Enabled)
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return GL_FALSE;
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/* We use FBOs for our wrapping of the depthbuffer into a color
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@@ -133,7 +133,7 @@ check_color_per_fragment_ops( const GLcontext *ctx )
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ctx->Depth.Test ||
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ctx->Fog.Enabled ||
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ctx->Scissor.Enabled ||
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ctx->Stencil.Enabled ||
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ctx->Stencil._Enabled ||
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!ctx->Color.ColorMask[0] ||
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!ctx->Color.ColorMask[1] ||
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!ctx->Color.ColorMask[2] ||
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@@ -87,7 +87,7 @@ check_color_per_fragment_ops( const GLcontext *ctx )
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ctx->Depth.Test ||
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ctx->Fog.Enabled ||
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ctx->Scissor.Enabled ||
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ctx->Stencil.Enabled ||
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ctx->Stencil._Enabled ||
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!ctx->Color.ColorMask[0] ||
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!ctx->Color.ColorMask[1] ||
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!ctx->Color.ColorMask[2] ||
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@@ -2205,7 +2205,7 @@ static void r300ResetHwState(r300ContextPtr r300)
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r300DepthFunc(ctx, ctx->Depth.Func);
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/* stencil */
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r300Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
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r300Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled);
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r300StencilMaskSeparate(ctx, 0, ctx->Stencil.WriteMask[0]);
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r300StencilFuncSeparate(ctx, 0, ctx->Stencil.Function[0],
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ctx->Stencil.Ref[0], ctx->Stencil.ValueMask[0]);
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@@ -514,7 +514,7 @@ static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
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imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
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imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
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}
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else if (imesa->glCtx->Stencil.Enabled && imesa->hw_stencil)
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else if (imesa->glCtx->Stencil._Enabled && imesa->hw_stencil)
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{
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/* Need to keep Z on for Stencil. */
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imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Always;
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@@ -1092,7 +1092,7 @@ static void savageDDEnable_s4(GLcontext *ctx, GLenum cap, GLboolean state)
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FALLBACK (ctx, SAVAGE_FALLBACK_STENCIL, state);
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else {
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imesa->regs.s4.stencilCtrl.ni.stencilEn = state;
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if (ctx->Stencil.Enabled &&
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if (ctx->Stencil._Enabled &&
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imesa->regs.s4.zBufCtrl.ni.zBufEn != GL_TRUE)
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{
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/* Stencil buffer requires Z enabled. */
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@@ -610,7 +610,7 @@ tdfx_drawpixels_R8G8B8A8(GLcontext * ctx, GLint x, GLint y,
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ctx->Depth.Test ||
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ctx->Fog.Enabled ||
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ctx->Scissor.Enabled ||
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ctx->Stencil.Enabled ||
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ctx->Stencil._Enabled ||
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!ctx->Color.ColorMask[0] ||
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!ctx->Color.ColorMask[1] ||
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!ctx->Color.ColorMask[2] ||
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@@ -740,7 +740,7 @@ void tdfxEmitHwStateLocked( tdfxContextPtr fxMesa )
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}
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if ( fxMesa->dirty & TDFX_UPLOAD_STENCIL ) {
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if (fxMesa->glCtx->Stencil.Enabled) {
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if (fxMesa->glCtx->Stencil._Enabled) {
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fxMesa->Glide.grEnable(GR_STENCIL_MODE_EXT);
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fxMesa->Glide.grStencilOp(fxMesa->Stencil.FailFunc,
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fxMesa->Stencil.ZFailFunc,
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@@ -459,7 +459,7 @@ static void tdfxUpdateStencil( GLcontext *ctx )
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}
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if (fxMesa->haveHwStencil) {
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if (ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled) {
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fxMesa->Stencil.Function = ctx->Stencil.Function[0] - GL_NEVER + GR_CMP_NEVER;
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fxMesa->Stencil.RefValue = ctx->Stencil.Ref[0] & 0xff;
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fxMesa->Stencil.ValueMask = ctx->Stencil.ValueMask[0] & 0xff;
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@@ -1342,7 +1342,7 @@ static void viaChooseStencilState(GLcontext *ctx)
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{
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struct via_context *vmesa = VIA_CONTEXT(ctx);
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if (ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled) {
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GLuint temp;
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vmesa->regEnable |= HC_HenST_MASK;
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@@ -472,7 +472,7 @@ static void GGItriangle_flat_depth(GLcontext *ctx, const SWvertex *v0, const SWv
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static swrast_tri_func ggimesa_stubs_get_triangle_func(GLcontext *ctx)
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{
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if (ctx->Stencil.Enabled) return NULL;
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if (ctx->Stencil._Enabled) return NULL;
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if (ctx->Polygon.SmoothFlag) return NULL;
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if (ctx->Polygon.StippleFlag) return NULL;
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if (ctx->Texture._ReallyEnabled) return NULL;
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@@ -1948,7 +1948,7 @@ fx_check_IsInHardware(GLcontext * ctx)
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return FX_FALLBACK_RENDER_MODE;
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}
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if (ctx->Stencil.Enabled && !fxMesa->haveHwStencil) {
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if (ctx->Stencil._Enabled && !fxMesa->haveHwStencil) {
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return FX_FALLBACK_STENCIL;
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}
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@@ -61,7 +61,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
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if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
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if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
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if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
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if (ctx->Stencil.Enabled) rasterMask |= STENCIL_BIT;
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if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT;
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if (ctx->Visual.rgbMode) {
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const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
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if (colorMask != 0xffffffff) rasterMask |= MASKING_BIT;
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@@ -846,11 +846,11 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span)
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}
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/* Stencil and Z testing */
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if (ctx->Depth.Test || ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled || ctx->Depth.Test) {
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if (!(span->arrayMask & SPAN_Z))
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_swrast_span_interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled) {
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if (ctx->Stencil._Enabled) {
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if (!_swrast_stencil_and_ztest_span(ctx, span)) {
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span->arrayMask = origArrayMask;
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return;
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@@ -1317,11 +1317,11 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
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}
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/* Stencil and Z testing */
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if (ctx->Stencil.Enabled || ctx->Depth.Test) {
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if (ctx->Stencil._Enabled || ctx->Depth.Test) {
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if (!(span->arrayMask & SPAN_Z))
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_swrast_span_interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) {
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if (ctx->Stencil._Enabled) {
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/* Combined Z/stencil tests */
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if (!_swrast_stencil_and_ztest_span(ctx, span)) {
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/* all fragments failed test */
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@@ -1022,7 +1022,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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ctx->Depth.Test &&
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ctx->Depth.Mask == GL_FALSE &&
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ctx->Depth.Func == GL_LESS &&
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!ctx->Stencil.Enabled) {
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!ctx->Stencil._Enabled) {
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if ((rgbmode &&
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ctx->Color.ColorMask[0] == 0 &&
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ctx->Color.ColorMask[1] == 0 &&
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